#ifndef _D_GS_MAIN_H_
#define _D_GS_MAIN_H_

#include <irrlicht.h>
#include "..\..\Framework\Base_Classes\B_GameState.h"
#include "..\DDefines.h"

class gs_Main :	public B_GameState
{
protected:
    //show static text and sydney
	irr::gui::IGUIStaticText* m_message;
	irr::scene::IAnimatedMesh* m_mesh;
	irr::scene::ICameraSceneNode *m_cam;

	//cards of players
	irr::core::array<irr::scene::ISceneNode*> m_player;///my cards
	irr::core::array<irr::scene::ISceneNode*> m_player1;
	irr::core::array<irr::scene::ISceneNode*> m_player2;
	irr::core::array<irr::scene::ISceneNode*> m_player3;

	irr::scene::ISceneNode* m_deck;
	irr::scene::ISceneNode* m_playerTop;//top card put
	irr::scene::ISceneNode* m_player1Top;
	irr::scene::ISceneNode* m_player2Top;
	irr::scene::ISceneNode* m_player3Top;

	irr::scene::IBillboardSceneNode* m_highlight;//double in size
	irr::scene::IBillboardSceneNode* m_highlightDeck;

	static char classicCards[][40];

public:
	gs_Main(B_GameStateHandler* handler);
	~gs_Main(void);

	//GAME STATE FUNCTIONS:
	void Render();
	bool onEvent(irr::SEvent event);
	void Update();
};

#endif

